Gaming Machines

JP7636912B2Active Publication Date: 2025-02-27SANKYO CO LTD
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Patent Information

Application Number
JP2021042550
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-16
Publication Date
2025-02-27
Estimated Expiration
2041-03-16

AI Technical Summary

Benefits of technology

音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。

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Patent Text Reader

Abstract

To provide a game machine for improving a performance for allowing a player to select an option.SOLUTION: A game machine displays plural optional images corresponding to plural events including a first event (execution of an active change performance) and a second event (execution of a live performance), selects and generates one of plural events according to a player's operation during a specific period (an effective period of a performance content selection performance B), and can execute a specific performance (a strongest super-ready-to-win performance) for reporting whether control is performed to an advantageous state after completion of the specific period. A degree of expectation toward control to an advantageous state is higher when the second event occurs than when the first event occurs, the first event is generated before execution of a specific performance when the first event is selected and the second event is generated in connection with execution of a specific performance when the second event is selected, and an informing performance (character display of "a live performance") for showing that the second event occurs during a period up to occurrence of the second event is executed.SELECTED DRAWING: Figure 8-10
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachinko machines and slot machines that perform variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology]

[0002] There are gaming machines in which a launching device launches a gaming ball, which is a gaming medium, into a gaming area, and when the gaming ball enters a winning area such as a winning slot provided in the gaming area, a predetermined number of prize balls are paid out to the player.Furthermore, there are gaming machines (so-called pachinko machines) that are provided with a variable display area capable of variably displaying (also called "variable") identification information, and when the display result of the variable display of the identification information in the variable display area becomes a specific display result, the gaming state (the state of the gaming machine; specifically, the state in which the gaming machine is controlled) is changed to give a predetermined gaming value to the player.

[0003] Also, after a predetermined number of bets on predetermined gaming media is set for one game, the player operates a start lever to start the variable display of identifying information in the variable display areas, and the player operates a stop button provided corresponding to each variable display area to stop the variable display of identifying information within a predetermined maximum delay time from the timing of the operation, a prize is won according to the display result derived when the variable display of all the variable display areas is stopped, predetermined gaming media are paid out in accordance with the prize, and when a specific prize is won, the game state is changed to a state in which a predetermined gaming value is given to the player (so-called slot machine).

[0004] In addition, the gaming value refers to the payout of prize balls, the state of the variable winning ball device installed in the gaming area of ​​the gaming machine becoming advantageous for the player so that the ball is more likely to win, the generation of rights that lead to advantageous conditions for the player, and the state in which the conditions for the payout of prize balls are more likely to be met.

[0005] In a pachinko game machine, a "jackpot" occurs when a predetermined specific display mode is derived and displayed as a display result of the variable display of the performance pattern (identification information) that is started in the variable display area based on the entry of a game ball into the start winning hole. The derived display means that the pattern (final stop pattern) is finally stopped and displayed. When a jackpot occurs, for example, the big prize winning hole is opened a predetermined number of times, and the game moves to a big prize game state in which the ball is likely to win. Then, during each opening period, if a predetermined number (for example, 10) of big prize winning holes are won, the big prize winning hole is closed. Then, the number of times the big prize winning hole is opened is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and the big prize winning hole is closed when the opening time has elapsed even if the number of winning holes does not reach the predetermined number. Hereinafter, the opening period of each big prize winning hole may be called a round. Also, the game in a round may be called a round game.

[0006] In addition, in the variable display area, a pattern other than the pattern that will be the final stop pattern (for example, the center pattern among the left, middle, and right patterns) stops, sways, expands and contracts, or changes shape while matching a specific display result for a predetermined time, or a plurality of patterns fluctuate synchronously with the same pattern, or the positions of the displayed patterns are switched, and the possibility of a big win continues before the final result is displayed (hereinafter, these states are called reach states). The reach state and its appearance are called reach modes. Furthermore, a variable display including a reach effect is called a reach variable display. If the display result of the pattern variably displayed in the variable display area is not a specific display result, it is a "miss" and the variable display state ends. The player plays the game while enjoying how to generate a big win.

[0007] There is also a gaming machine that executes an effect in which a plurality of options are presented and the player is prompted to select one of the options (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0008] [Patent Document 1] JP 2013-153814 A Summary of the Invention [Problem to be solved by the invention]

[0009] However, there is room for improvement in the presentation of options for the player to select.

[0010] Therefore, an object of the present invention is to provide a gaming machine with improved presentation for allowing a player to select an option. [Means for solving the problem]

[0011] The gaming machine according to the present invention comprises: A gaming machine capable of executing a predetermined game, The game machine includes an operating means operable by a player, Corresponding to the first character A first specific image and Corresponding to the second character A specific image selection effect can be executed to select one of the second specific images, The specific image selection performance is the first specific image is displayed in a first area of ​​a display means, and the second specific image is displayed in a second area of ​​the display means that is different from the first area; When the first specific image is selected, the display of the second specific image is terminated, and the first specific image is displayed in the first area in a first predetermined manner using a first emphasis effect, The above The first character is displayed, When the second specific image is selected, the display of the first specific image is terminated, and the second specific image is displayed in the second area in a second predetermined manner different from the first predetermined manner using a second emphasis effect different from the first emphasis effect, The above A second character is displayed. After the first specific image is selected, a first character presentation using the first character is executed; After the second specific image is selected, a second character presentation using the second character is executed; The rate at which the first character performance is executed and the rate at which the second character performance is executed are advantageous to the player are different; In the first character presentation, an operation prompting presentation for prompting the user to operate the operating means can be executed in a first manner, In the second character presentation, the operation prompting presentation can be executed in a second manner different from the first manner. the law of nature, the operation prompting effect in the second character effect is an effect that prompts the player to select one of a plurality of options including a first option and a second option by operating the operation means, When the first option is selected by operating the operating means, a first performance corresponding to the first option can be executed; When the second option is selected by operating the operating means, a second performance corresponding to the second option can be executed; The first and second effects have different contents, but the operation prompting effect can be executed during both the first and second effects, and a common effect can be executed based on the operation of the operation means during the operation prompting effect. It is characterized by: [Brief description of the drawings]

[0012] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] An explanatory diagram showing a specific example of a fluctuation pattern table in feature part 031IW. [Figure 8-2] An explanatory diagram showing an example of a variation pattern selection table used when selecting a variation pattern. [Figure 8-3] 13 is a flowchart showing an example of a pre-reading notice setting process. [Figure 8-4]An explanatory diagram showing an active mode determination lottery table, a zone performance execution lottery table, and a zone start timing determination lottery table. [Figure 8-5] 13 is a flowchart showing a variable display start setting process. [Figure 8-6] An explanatory diagram showing a selection performance execution lottery table and a super reach type determination lottery table. [Figure 8-7] 13 is a flowchart showing a variable display performance process. [Figure 8-8] FIG. 11 is an explanatory diagram showing a display example of the image display device 5 in a character selection presentation. [Figure 8-9] 13 is an explanatory diagram showing a display example of the image display device 5 when a character panel is selected in the character selection presentation. FIG. [Figure 8-10] 13 is an explanatory diagram showing a display example of the image display device 5 when a choice image corresponding to a live performance is selected. FIG. [Figure 8-11] 13 is an explanatory diagram showing a display example of the image display device 5 when a choice image corresponding to an active change presentation is selected. FIG. [Figure 8-12] An explanatory diagram showing the option active display and the operating mode of the active display when an option image corresponding to an active change effect that changes to "red" is selected in effect content selection effect B. [Figure 8-13] An explanatory diagram showing the option active display and the operating mode of the active display when an option image corresponding to an active change effect that changes to "green" is selected in effect content selection effect B. [Figure 8-14] 13 is an explanatory diagram showing the option active display and the operating mode of the active display when an option image corresponding to an active change effect that changes to "rainbow" is selected in effect content selection effect B. FIG. [Figure 8-15] 13 is an explanatory diagram showing a timing chart illustrating the transition of the blinking mode of the character panel and the animation mode of the character image during the character selection presentation. FIG. [Figure 8-16]13 is an explanatory diagram showing a timing chart illustrating the transition of the display mode of the character image and the character panel in the character selection presentation. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0014] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.

[0015] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B are provided which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as a plurality of types of special identification information. Each of these is made up of a 7-segment LED or the like. The special symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all the LEDs are turned off.

[0016] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.

[0017] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.

[0018] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.

[0019] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.

[0020] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0021] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0022] In addition, a first hold indicator 25A and a second hold indicator 25B each composed of a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the first hold memory number by the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number by the number of lit LEDs.

[0023] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0024] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.

[0025] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.

[0026] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions are provided at the lower left and right of the game area), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0027] A special variable winning ball device 7 having a large winning opening is provided below the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0028] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.

[0029] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.

[0030] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the entry into the start port (first start winning port, second start winning port) is also called a start winning.

[0031] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.

[0032] A passing gate 41 through which the gaming ball can pass is provided to the left of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.

[0033] A regular symbol reserved indicator 25C is provided above the regular symbol indicator 20. The regular symbol reserved indicator 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.

[0034] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and a number of obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0035] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.

[0036] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).

[0037] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.

[0038] At a predetermined position of the game machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) game balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.

[0039] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).

[0040] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).

[0041] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0042] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).

[0043] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).

[0044] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0045] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0046] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).

[0047] In a special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as a fixed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing".

[0048] After the display result in the special game becomes "big win", the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win", the game state is controlled to a small win game state.

[0049] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.

[0050] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.

[0051] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc., described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.

[0052] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small wins".

[0053] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0054] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.

[0055] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".

[0056] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).

[0057] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).

[0058] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.

[0059] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "small win" does not have to be the display result of the special game.

[0060] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.

[0061] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may be executed by sound output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.

[0062] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).

[0063] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.

[0064] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.

[0065] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0066] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.

[0067] When the display result of the special game is a "small win", a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".

[0068] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").

[0069] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0070] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.

[0071] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.

[0072] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).

[0073] (Board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a firing control board, a power supply board, and the like.

[0074] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0075] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0076] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.

[0077] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0078] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0079] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0080] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.

[0081] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0082] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.

[0083] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0084] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0085] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0086] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0087] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display unit 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display unit 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0088] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.

[0089] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.

[0090] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.

[0091] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0092] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0093] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.

[0094] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0095] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 3 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.

[0096] In the game control main process shown in Fig. 3, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.

[0097] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values ​​in the working area.

[0098] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.

[0099] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stop processing immediately before the operation becomes impossible due to the power supply stop. In this power supply stop processing, a process of turning on a backup flag indicating that data is backed up in the RAM 102, a data protection process for the RAM 102, and the like are executed. The data protection process includes the addition of an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, various timer states, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.

[0100] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power supply stop. If it is determined that they match, it is determined that the data in RAM 102 is normal.

[0101] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so an initialization process (step S8) is executed.

[0102] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state when the power supply was stopped. In the recovery process, the CPU 103 sets a working area based on the memory contents (contents of the backed-up data) of the RAM 102. This restores the game state to the state when the power supply was stopped, and if the special symbols were fluctuating, the fluctuation of the special symbols will be resumed from the state before the recovery by executing a game control timer interrupt process described later.

[0103] Then, the CPU 103 transmits a performance control command to the performance control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a performance control command to specify the game state before the power outage that is backed up, or a performance control command to specify the display result of the special symbol game being executed when the special symbol game is being executed may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command specifying the time of recovery from the power outage, it performs a screen display on the image display device 5, for example, to notify that recovery from the power outage has been performed or that recovery from the power outage is in progress. The performance control CPU 120 may perform an appropriate screen display based on the performance control command.

[0104] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and the interrupt is permitted (step S12). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically.

[0105] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the probability variable state has been reached) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0106] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (described in detail later).

[0107] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, which enables the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.

[0108] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.

[0109] Fig. 5 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0110] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of ​​the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.

[0111] After executing the start winning judgment process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.

[0112] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter the first start winning port (also called "winning order consumption").

[0113] When making various decisions based on random numbers, various tables (tables in which decision values ​​compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.

[0114] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.

[0115] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.

[0116] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.

[0117] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0118] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.

[0119] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.

[0120] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.

[0121] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.

[0122] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.

[0123] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.

[0124] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.

[0125] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.

[0126] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0127] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.

[0128] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0129] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.

[0130] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0131] Fig. 7 is a flow chart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.

[0132] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0133] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.

[0134] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.

[0135] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.

[0136] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.

[0137] The small win performance processing in step S174 is a processing executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.

[0138] The small win end performance processing in step S175 is a process executed when the performance control process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.

[0139] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win gaming state, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance control process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.

[0140] The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated.

[0141] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.

[0142] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won.

[0143] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0144] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player.

[0145] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device, etc., included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0146] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, and directly using hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0147] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".

[0148] (Explanation of feature part 031IW) Next, a characteristic feature 031IW of this embodiment will be described.

[0149] (Fluctuation pattern table) In the characteristic part 031IW, the variation pattern shown in FIG. 8-1 is provided. As shown in FIG. 8-1, as the variation pattern when the variable display result is a miss, there are provided a variation pattern Pt11 in which the performance content is a non-reach miss (normal variation miss) and the variation time is 5 seconds, a variation pattern Pt12 in which the performance content is a non-reach miss (normal variation miss) and the variation time is short at 2 seconds, a variation pattern Pt13 in which the performance content is a normal reach miss and the variation time is 15 seconds, and variation patterns Pt14 and Pt15 in which the performance content is a super reach miss. Also, as shown in FIG. 8-1, as the variation pattern when the variable display result is a jackpot, there are provided a variation pattern Pt31 in which the performance content is a normal reach jackpot and a congratulatory performance (a performance to congratulate the jackpot) and the variation time is 45 seconds, and variation patterns Pt32 and Pt33 in which the performance content is a super reach jackpot and a congratulatory performance. The fluctuation time of the fluctuation pattern Pt32 is 70 seconds, and the fluctuation time of the fluctuation pattern Pt33 is 120 seconds. In the failure fluctuation accompanied by the super reach performance, a provocative performance according to the type of the super reach performance is performed, a final button performance is performed to prompt the player to operate the push button 31B, and then the player is notified that the game has failed. After that, the background image corresponding to the super reach performance is switched to a normal background image, and then the decorative pattern is stopped and displayed (confirmed display) as a failure pattern. In the jackpot fluctuation accompanied by the super reach performance, a provocative performance and a final button performance similar to those in the failure fluctuation are performed, and then the player is notified that the game has failed, and then a congratulatory performance is performed, and then the background image corresponding to the super reach performance is switched to a normal background image, and then the decorative pattern is stopped and displayed (confirmed display) as a jackpot pattern. In this way, the jackpot fluctuation and the failure fluctuation that perform the same performance have a longer fluctuation time than the failure fluctuation by 30 seconds, which is the execution period of the congratulatory performance.

[0150] As types of super reach performance, a weak super reach performance, a strong super reach performance having a higher reliability for a big win than the weak super reach performance, and a strongest super reach performance having a higher reliability for a big win than the strong super reach performance are provided.

[0151] When the variation pattern Pt14 or Pt32 is selected, there are cases where a weak super reach performance is executed, and cases where a selection performance is executed. When the variation pattern Pt15 or Pt33 is selected, there are cases where a weak super reach performance is executed and then developed into a strong super reach performance, cases where a weak super reach performance is executed and then developed into a strongest super reach performance, cases where a selection performance is executed and then developed into a strong super reach performance, and cases where a selection performance is executed and then developed into a strongest super reach performance.

[0152] The selection effect is an effect in which the content of the effect is selected according to the player's operation. Specifically, the selection effect is composed of a character selection effect and a content selection effect, and is configured so that the character selection effect is performed first, and then the content selection effect is performed according to the result of the character selection effect.

[0153] The character selection presentation is a presentation in which character images (character A and character B) and character panels (character A panel, character B panel) corresponding to each character are presented on the image display device 5, and one of the character panels is selected and displayed. Although details will be described later, the reliability of a jackpot is higher when the character B panel is selected and displayed than when the character A panel is selected and displayed.

[0154] The effect content selection effect is an effect in which the effect to be executed is selected based on the player's operation. Also, different effect content selection effects are performed depending on the selection result in the character selection effect. For example, if character panel A is selected and displayed in the character selection effect, effect content selection effect A using character A is performed, whereas if character panel B is selected and displayed in the character selection effect, effect content selection effect B using character B is performed.

[0155] The performance content selection performance A is a performance in which option images corresponding to each of a number of preview performances (preview A, preview B, preview C) are displayed, one of the option images is selected according to the player's operation, and the preview performance corresponding to the selected option image is executed.

[0156] In addition, the player's operation in the performance content selection performance A is the repeated tapping of the push button 31B, and in the performance content selection performance A, the cursor pointing to the option image moves according to the number of times the push button 31B is operated within the valid period, and when the valid period ends, a preview performance corresponding to the option image pointed to by the cursor is performed.

[0157] The performance content selection performance B is a performance in which option images corresponding to each of a number of performances (live performance, active change performance, zone performance) are displayed, one of the option images is selected according to the player's operation, and the performance corresponding to the selected option image is executed.

[0158] In addition, the player's operation in the performance content selection presentation B is an operation on the push button 31B, and in the performance content selection presentation B, the cursor pointing to the option image moves each time an operation on the push button 31B is received within the valid period, and when the valid period ends, the presentation corresponding to the option image pointed to by the cursor is performed.

[0159] The live performance is a precursor to the strongest super reach performance. In other words, when the live performance is performed, it is configured to develop into the strongest super reach performance.

[0160] The active change presentation is a presentation that changes the display mode of the active display corresponding to the ongoing fluctuation. Details will be described later, but the display modes of the active display include "white" which is fixed in white, "green" which is displayed in a counterclockwise direction in green, "red" which is displayed in a clockwise direction in red, and "rainbow" which is displayed in a pulsating rainbow manner (repeatedly increasing in size and then decreasing in size). The reliability of hitting the jackpot is as follows: "white" < "green" < "red" < "rainbow". "Rainbow" is a display mode that can change only when hitting the jackpot.

[0161] A zone effect is an effect in which text such as "special zone in progress" is displayed over a single change or multiple changes.

[0162] When the variation patterns Pt14, Pt15, Pt32, and Pt33 are selected, the execution of the selected performance is determined by lottery. Also, when the variation patterns Pt15 and Pt33 are selected and the execution of the selected performance is determined, it is determined whether the performance will develop into a strong super reach performance or a strongest super reach performance depending on the selection result in the performance content selection performance.

[0163] In addition, the execution period of the weak super reach effect coincides with the execution period of the selected effect, and the execution period of the strong super reach effect coincides with the combined execution period of the live effect and the strongest super reach effect.

[0164] FIG. 8-2 is an explanatory diagram showing an example of a variation pattern selection table used when selecting a variation pattern.

[0165] As shown in Figure 8-2 (A), in a variation in which the variable display result is a miss, when the base state is low and the number of pending memories is less than three, variation pattern Pt11 is selected 80% of the time, variation pattern Pt13 is selected 10% of the time, variation pattern Pt14 is selected 7% of the time, and variation pattern Pt15 is selected 3% of the time.

[0166] As shown in Figure 8-2 (B), in fluctuations where the variable display result is a miss, when the base state is low and the number of pending memories is three or more, or when the base state is high, fluctuation pattern Pt12 is selected 80% of the time, fluctuation pattern Pt13 is selected 10% of the time, fluctuation pattern Pt14 is selected 7% of the time, and fluctuation pattern Pt15 is selected 3% of the time.

[0167] As shown in FIG. 8-2(C), in the fluctuation where the variable display result is a jackpot, the fluctuation pattern Pt31 is selected at a rate of 20%, the fluctuation pattern Pt32 is selected at a rate of 30%, and the fluctuation pattern Pt33 is selected at a rate of 50%.

[0168] In this way, the variable patterns Pt14 and Pt15, which can execute a selection effect, are selected 10% of the time when the variable display result is a miss, and the variable patterns Pt32 and Pt33, which can execute a selection effect, are selected 80% of the time when the variable display result is a jackpot, so the selection effect can be said to be a highly reliable effect for a jackpot.

[0169] Figure 8-3 is a flowchart showing an example of the pre-reading notice setting process. In the pre-reading notice setting process shown in Figure 8-3, the performance control CPU 120 judges whether or not a new start winning command has been received (step 031IWS3801), and if not, proceeds to step 031IWS120.

[0170] The start winning command is a command that indicates the winning judgment result in which the game control microcomputer 100 extracts a random number value for determining the display result (including the big win type) and the fluctuation pattern when a start winning occurs in the winning ball device 6A or the variable winning ball device 6B, and predicts and judges the display result and the fluctuation pattern based on the extracted random number value. The start winning command is transmitted from the game control microcomputer 100 when a start winning occurs in the winning ball device 6A or the variable winning ball device 6B. Examples of the start winning command include a pattern designation command, a variable category command, a start winning designation command, and a total reserved memory number designation command.

[0171] The pattern designation command is a presentation control command that indicates whether or not a winning decision has been made and the type of winning decision. The variation category command is a presentation control command that indicates the result of the winning decision as to which range of decision values ​​the value of the variation pattern type determination random number falls within (the result of the variation pattern type determination). The start winning designation command is a presentation control command that indicates which of the first start winning slot and the second start winning slot the start winning has occurred in. The combined reserved memory number designation command is a presentation control command that specifies the total number (combined reserved memory number) that is the sum of the first reserved memory number and the second reserved memory number.

[0172] In this embodiment, it is possible to determine whether a jackpot will be reached, a miss will be reached, or a non-miss will be reached, based on the start winning command.

[0173] The start winning command received from the game control microcomputer 100 is temporarily stored in a start winning command storage area formed in the RAM. Specifically, in the command analysis process (step S75), the performance control CPU 120 stores the commands in the first free storage area of ​​the start winning command storage area in the order in which they are received. Then, each time the display of the decorative pattern changes (each time a combined reserved memory count subtraction command is received), each command stored in the start winning command storage area is deleted from the one stored in the first storage area 1, and the contents of the start winning command storage area are shifted.

[0174] In step 031IWS3801, when a new start winning command is received, the performance control CPU 120 performs an active mode determination lottery to determine the final display mode of the active display to be displayed in the change according to the new start winning command (step 031IWS3802). Specifically, the active mode determination lottery is performed using the active mode determination lottery table shown in FIG. 8-4(A).

[0175] Fig. 8-4(A) is an explanatory diagram showing an active mode determination lottery table. In the active mode determination lottery table shown in Fig. 8-4(A), a judgment value for the final display mode of the active display ("white" (no change), "green", "red", "rainbow") is assigned for each judgment result at the time of winning (jackpot, close miss, non-close miss). Note that when "green", "red", or "rainbow" other than "white" is determined as the final display mode of the active display, an active change performance in which the active display changes from white can be executed.

[0176] For example, if the winning judgment result is a jackpot, the final display mode of the active display is determined to be "white" (no change) 20% of the time, "green" 30% of the time, "red" 40% of the time, and "rainbow" 10% of the time. For example, if the winning judgment result is a close miss, the final display mode of the active display is determined to be "white" (no change) 60% of the time, "green" 25% of the time, and "red" 15% of the time. For example, if the winning judgment result is a non-close miss, the final display mode of the active display is determined to be "white" (no change) 85% of the time, "green" 10% of the time, and "red" 5% of the time.

[0177] In this way, only when the winning judgment result is a jackpot, the final display mode of the active display can be determined to be "rainbow". As a result, the active display changes to "rainbow" to notify the player that a jackpot has been won. In addition, in this example, the final display mode changes from "white" in one change performance, but the final display mode may be changed through multiple stages.

[0178] Next, the performance control CPU 120 stores the final display mode of the determined active display (step 031IWS3803). The determined final display mode of the active display is stored in association with the start winning command storage area in which the newly received start winning command is stored, and each time the variable display of the decorative pattern is started (each time the combined reserved memory number subtraction command is received), it is deleted from the final display mode of the active display corresponding to the first storage area, and the final display mode of the active display corresponding to the second or subsequent storage areas is shifted.

[0179] Also, if the reserved memory stored before the new reserved memory contains a jackpot reserved (Y in step 031IWS3804), the performance control CPU 120 ends the advance notice setting process as is.

[0180] Furthermore, if the zone performance is in progress or there is a plan to execute (enter) a zone performance (Y in step 031IWS3805), the performance control CPU 120 ends the advance notice setting process.

[0181] If the zone performance is not in progress and there is no plan to execute (enter) the zone performance (N in step 031IWS3805), the performance control CPU 120 performs a zone performance execution lottery to determine whether or not to execute a zone performance with a new reserved memory as the target (step 031IWS3806). Specifically, the zone performance execution lottery is performed using the zone performance execution lottery table shown in FIG. 8-4(B).

[0182] Fig. 8-4(B) is an explanatory diagram showing a zone effect execution lottery table. In the zone effect execution lottery table shown in Fig. 8-4(B), a judgment value for whether or not to execute a zone effect (execute, not execute) is assigned for each winning judgment result (jackpot, close miss, non-close miss).

[0183] For example, if the winning judgment result is a jackpot, it is decided to execute the zone effect 40% of the time, and not to execute the zone effect 60% of the time. For example, if the winning judgment result is a close miss, it is decided to execute the zone effect 30% of the time, and not to execute the zone effect 70% of the time. For example, if the winning judgment result is a non-close miss, it is decided not to execute the zone effect 100% of the time.

[0184] In this way, when the result of the judgment at the time of winning is a non-reach miss, the zone presentation is not executed 100% of the time, so that a reach will always occur when the predicted target of the zone presentation changes.

[0185] If it is decided not to execute the zone effect (N in step 031IWS3807), the effect control CPU 120 ends the advance notice setting process. If it is decided to execute the zone effect (Y in step 031IWS3807), the effect control CPU 120 executes a lottery to determine the zone start timing to determine the execution start timing of the zone effect. Specifically, the lottery to determine the zone start timing is executed using the lottery table for determining the zone start timing shown in FIG. 8-4(C).

[0186] Figure 8-4(C) is an explanatory diagram showing a lottery table for determining the start timing of the zone. In the lottery table for determining the start timing of the zone shown in Figure 8-4(C), a judgment value for the start timing of the zone performance is assigned for each winning judgment result (jackpot, reach miss) and the number of reserved memories.

[0187] The start timings of the zone performance are "target change", which indicates the change of the predicted target of the zone performance, "1 change before", which indicates the change that comes before the change of the predicted target of the zone performance, "2 changes before", which indicates the change that comes two before the change of the predicted target of the zone performance, and "3 changes before", which indicates the change that comes three before the change of the predicted target of the zone performance.

[0188] For example, when the number of reserved memories is 1, regardless of whether the winning judgment result is a jackpot or a miss, the target change is determined as the start timing of the zone presentation 100% of the time.

[0189] For example, if the number of reserved memories is 2 and the winning judgment result is a jackpot, the target change is determined to occur 30% of the time and one change before is determined to occur 70% of the time as the start timing of the zone presentation. If the number of reserved memories is 2 and the winning judgment result is a close miss, the target change is determined to occur 70% of the time and one change before is determined to occur 30% of the time as the start timing of the zone presentation.

[0190] For example, if the number of reserved memories is 3 and the winning judgment result is a jackpot, the zone performance start timing is determined to be a 20% target change, a 30% change before, and a 50% change before. If the number of reserved memories is 3 and the winning judgment result is a miss, the zone performance start timing is determined to be a 50% target change, a 30% change before, and a 20% change before.

[0191] For example, if the number of reserved memories is 4 and the winning judgment result is a jackpot, the zone presentation start timing is determined to be 10% for target change, 20% for one change before, 30% for two changes before, and 40% for three changes before. If the number of reserved memories is 4 and the winning judgment result is a non-reach miss, the zone presentation start timing is determined to be 40% for target change, 30% for one change before, 20% for two changes before, and 10% for three changes before.

[0192] In this way, the earlier the timing of executing the zone effect, the higher the reliability of a jackpot.

[0193] Then, the performance control CPU 120 stores the lottery result of the lottery to determine the zone start timing (step 031IWS3808) (step 031IWS3809). Specifically, the lottery result of the lottery to determine the zone start timing (step 031IWS3808) is stored by linking it to a start winning command storage area in which a start winning command corresponding to the variation of the lottery result is stored, and setting a start timing flag indicating that it is the timing to start the zone performance. Then, when the start timing flag is set in association with the start winning command storage area corresponding to the variation that is about to start at the start of the variation, the zone performance will start in that variation.

[0194] (Variable display start setting process) FIG. 8-5 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 7. In the variable display start setting process, the performance control CPU 120 reads out a variable pattern command from the variable pattern command storage area (step 031IWS801). Next, the performance control CPU 120 determines the display result (stop pattern) of the decorative pattern according to the variable pattern command read out in step 031IWS801 and the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 031IWS802). That is, the performance control CPU 120 executes the process of step 031IWS802, thereby realizing a display result determination means that determines the display result of the variable display of the identification information (stop pattern of the decorative pattern) according to the variable display pattern (variable pattern) determined by the variable display pattern determination means. If a pseudo consecutive win is specified by the variation pattern command, the performance control CPU 120 also determines a chance symbol (for example, a combination of symbols that are not a reach but are one symbol away from the big win symbol, such as "223" or "445") as a provisional stop symbol during the pseudo consecutive win in step 031IWS802. The performance control CPU 120 stores data indicating the stop symbol of the determined decorative symbol in the decorative symbol display result storage area. In step 031IWS802, the performance control CPU 120 may determine whether or not a big win has occurred based on the received variation pattern command, and may determine the stop symbol of the decorative symbol based only on the variation pattern command.

[0195] In step 031IWS802, if the received display result designation command indicates a "jackpot", the performance control CPU 120 determines a decorative pattern combination (a jackpot pattern) in which three identical symbols are aligned as the stopping symbols. If it is a "miss", the performance control CPU 120 determines a decorative pattern combination other than the above. However, if a reach performance is involved, a decorative pattern combination in which two symbols on the left and right are aligned is determined. The combination of three symbols derived and displayed on the image display device 5 is the decorative pattern "stopping pattern".

[0196] For example, the performance control CPU 120 extracts a random number for determining the stop symbols, and determines the stop symbols of the decorative symbols using a stop symbol determination table in which data indicating the combination of decorative symbols is associated with a numerical value. That is, the stop symbols are determined by selecting data indicating the combination of decorative symbols that corresponds to the numerical value that matches the extracted random number.

[0197] Regarding decorative patterns, stopping patterns that evoke a jackpot (a combination of patterns in which the left, center, and right are all the same) are called jackpot patterns. Stopping patterns that evoke a loss are called loss patterns.

[0198] Next, the performance control CPU 120 judges whether any of the selection performance execution conditions (conditions for enabling the selection performance) is satisfied (step 031IWS803). As the selection performance execution conditions, a first condition and a second condition are provided.

[0199] The first condition is that when either of the change patterns Pt14 or Pt32 is selected, the final display state of the active display is other than "white" (it is scheduled to change to either "green", "red", or "rainbow"), and a zone effect is scheduled to start in the change that is about to start. If this first condition is met, in the effect content selection effect B that is performed by selecting the character panel B, an option image for the active change effect and an option image for the zone effect are displayed.

[0200] The second condition is that when either of the change patterns Pt15 or Pt33 is selected, the final display state of the active display is other than "white" (it is scheduled to change to either "green," "red," or "rainbow"), and a zone effect is scheduled to start in the change that is about to start. If this second condition is met, in the effect content selection effect B in which character panel B is selected, two option images are selected by lottery from the option image for the live effect, the option image for the active change effect, and the option image for the zone effect and displayed.

[0201] When any of the selection effect execution enabling conditions is satisfied, the performance control CPU 120 performs a selection effect execution lottery to determine whether or not the selection effect is to be executed (step 031IWS820). Specifically, the selection effect execution lottery is performed using the selection effect execution lottery table shown in FIG. 8-6(A).

[0202] Fig. 8-6(A) is an explanatory diagram showing a selection performance lottery table. In the selection performance lottery table shown in Fig. 8-6(A), a judgment value is assigned for the presence or absence (execute, not execute) of the selection performance for each variable display result (jackpot, close miss, not close miss) and the character (character A, character B) to be selected in the character selection performance if it is executed.

[0203] For example, when the variable display result is a jackpot, there is a 30% probability that a selection effect is executed and it is decided to select character A in the character selection effect, there is a 50% probability that a selection effect is executed and it is decided to select character B in the character selection effect, and there is a 20% probability that a selection effect is not executed.

[0204] For example, if the variable display result is a miss, there is a 30% chance that a selection effect is executed and a decision is made to select character A in the character selection effect, there is a 20% chance that a selection effect is executed and a decision is made to select character B in the character selection effect, and there is a 50% chance that a selection effect is not executed.

[0205] For example, when the variable display result is not a reach miss, it is determined that the selection effect is not executed at a rate of 100%. In other words, the selection effect is executed only in the reach miss variation or the big win variation.

[0206] In this way, the reliability of a jackpot is higher when character B is selected in the character selection presentation than when character A is selected in the character selection presentation.

[0207] If it is determined not to execute the selection presentation (N in step 031IWS821), the process proceeds to step 031IWS824. If it is determined to execute the selection presentation (Y in step 031IWS821), the presentation control CPU 120 determines whether or not it has been determined to select character B in the character selection presentation (step 031IWS822), and if it has been determined to select character A in the character selection presentation, the process proceeds to step 031IWS824.

[0208] When it is decided to select character B in the character selection presentation, the presentation control CPU 120 determines the type of option image in presentation content selection presentation B according to the selection presentation execution enabling condition that has been met (step 031IWS823). Specifically, when the above-mentioned first condition has been met, the option image of the active change presentation and the option image of the zone presentation are determined as the types of option images in the presentation content selection presentation B.

[0209] In addition, if the second condition described above is met, and the final display state of the active display is other than "white" (it is scheduled to change to either "green," "red," or "rainbow"), and a zone performance is not scheduled to start in the change that is about to begin, the option image for the live performance and the option image for the active change performance are determined as the types of option images in performance content selection performance B.

[0210] In addition, if the second condition described above is met, the final display state of the active display is "white" (no change is planned), and a zone performance is planned to start in the change that is about to begin, the option image for the live performance and the option image for the zone performance are determined as the types of option images in the performance content selection performance B.

[0211] Furthermore, if the above-mentioned second condition is met, the final display state of the active display is other than "white" (it is scheduled to change to either "green," "red," or "rainbow"), and a zone effect is scheduled to start in the variation that is about to start, two types of option images from among option images for live effects, option images for active change effects, and option images for zone effects are determined by a predetermined lottery. In this case, if the option images for effects with high reliability for a jackpot are selected at a high rate, it is possible to give the player a sense of expectation.

[0212] Also, in step 031IWS824, the performance control CPU 120 judges whether or not there is a plan to change the active display (whether the final display mode of the active display corresponding to the change to be started is "white" (no change) or is one of "green", "red", or "rainbow" (change)), and if there is a plan to change the active display (Y in step 031IWS824), it judges whether or not the execution of the selection performance has been decided in step 031IWS820 (step 031IWS825). If the execution of the selection performance has not been decided, the display mode of the active display is changed (step 031IWS826). If the execution of the selection performance has been decided, no control is performed to change the display mode of the active display. That is, in a change in which no selection performance is performed, the display mode of the active display can be changed at the start of the change, but in a change in which a selection performance is performed, even if there is a plan to change the display mode of the active display, the change is configured to be restricted (prohibited) at the start of the change. Although not shown in the figure, the "white" active display is displayed at the start of the change regardless of whether or not the active change performance is started, and when the active change performance (processing of step 031IWS826) is executed, the display mode of the "white" active display changes.

[0213] Also, in step 031IWS827, the performance control CPU 120 determines whether or not a zone performance is scheduled to start (scheduled entry into a zone) in the variation that is about to start, and if there is a scheduled entry into a zone (Y in step 031IWS827), it determines whether or not it has been decided in step 031IWS820 that the selection performance should be executed (step 031IWS828). If it has not been decided that the selection performance should be executed, the zone performance is started (step 031IWS829). If it has been decided that the selection performance should be executed, the zone performance is started (not controlled). That is, in a variation in which a selection performance is not performed, the zone performance can be started at the start of the variation, but in a variation in which a selection performance is performed, even if there is a scheduled start of the zone performance (scheduled entry into a zone), the start of the zone performance at the start of the variation is restricted (prohibited).

[0214] Furthermore, if the variation pattern is either Pt15 or Pt33 (Y in step 031IWS830), the performance control CPU 120 judges whether or not it has been decided in step 031IWS820 that the selected performance will be executed (step 031IWS831). If it has not been decided that the selected performance will be executed, the performance control CPU 120 performs a lottery to determine the type of super reach that will develop. Specifically, the lottery to determine the super reach type is performed using the super reach type determination lottery table shown in FIG. 8-6(B).

[0215] Fig. 8-6(B) is an explanatory diagram showing the Super Reach Type Determination Lottery Table. In the active mode determination lottery table shown in Fig. 8-8, a judgment value for the super reach type (strong super reach performance, strongest super reach performance) of the development destination is assigned to each variable display result (jackpot, miss). When the strongest super reach performance is selected as the development destination super reach type, the strongest super reach performance will be performed after the live performance is executed as the preliminary performance.

[0216] For example, if the variable display result is a big win, the next Super Reach performance is determined to be a strong Super Reach performance with a probability of 20% and a strongest Super Reach performance with a probability of 80%. If the variable display result is a miss, the next Super Reach performance is determined to be a strong Super Reach performance with a probability of 80% and a strongest Super Reach performance with a probability of 20%.

[0217] Here, the reliability of the active change effect, the zone effect, and the live effect with respect to a big win is compared.

[0218] First, active change effects occur 80% of the time in jackpot fluctuations, 40% of the time in reach miss fluctuations, and 15% of the time in non-reach miss fluctuations (see Figure 8-4(A)). Considering that the rate of reach misses in miss fluctuations is 20% and the rate of non-reach misses is 80% (see Figure 8-2), active change effects are executed 20% of the time in all miss fluctuations (the rate of reach misses x the rate of active change effects executed in reach miss fluctuations + the rate of non-reach misses x the rate of active change effects executed in non-reach miss fluctuations).

[0219] Next, the zone effect occurs in 40% of big win fluctuations, 30% of reach miss fluctuations, and 0% of non-reach miss fluctuations (see Figure 8-4(B)). Considering that the reach miss rate for miss fluctuations is 20% and the non-reach miss rate is 80% (see Figure 8-2), the active change effect is executed in 6% of all miss fluctuations (the reach miss rate x the active change effect execution rate in reach miss fluctuations + the non-reach miss rate x the active change effect execution rate in non-reach miss fluctuations).

[0220] Finally, since the live performance is executed as a pre-stage performance of the strongest super reach performance, the reliability of the live performance is the same as that of the strongest super reach performance. In other words, the live performance occurs 80% of the time when the variation pattern 33, which is selected in 50% of the jackpot fluctuations, is selected, and occurs 20% of the time when the variation pattern 15, which is selected in 3% of the reach failure fluctuations, is selected (see FIG. 8-6(B)). Therefore, the live performance occurs 40% of the jackpot fluctuations and 0.6% of the reach failure fluctuations.

[0221] Thus, in this example, the active change effect occurs in 40% of jackpot fluctuations and 20% of miss fluctuations, the zone change effect occurs in 40% of jackpot fluctuations and 6% of miss fluctuations, and the active change effect occurs in 40% of jackpot fluctuations and 0.6% of miss fluctuations, and the reliability of jackpots is live effect > zone effect > active change effect.

[0222] The performance control CPU 120 selects a process table according to the presence or absence of execution of the selection performance and the change pattern (step 031IWS813), and proceeds to step 031IWS814. When the change patterns Pt14, Pt15, Pt32, and Pt33 that can execute the selection performance are selected, if it is determined that the selection performance is not to be performed, a process table that performs the weak super reach performance, if it is performed, the super reach performance selected in step 031IWS832 is selected, and if it is determined that the selection performance is to be performed, a process table that performs the selection performance corresponding to the character selected in the character selection performance (contents determined in step 031IWS820) and the option image displayed in the performance content selection performance B (contents determined in step 031IWS823) is selected.

[0223] After that, the performance control CPU 120 starts the process timer for the process data 1 of the process table selected in step 031IWS813 (step 031IWS814).

[0224] The process table is a table in which process data is set that the performance control CPU 120 refers to when it executes control of the performance device. That is, the performance control CPU 120 controls the performance device (performance component) such as the image display device 5 according to the process data set in the process table. The process table is composed of data that is a collection of multiple combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data. The display control execution data includes data indicating the manner of each change that constitutes the change manner during the variable display time (change time) of the variable display of the decorative pattern. Specifically, data related to the change of the display screen of the image display device 5 is included. In addition, the process timer setting value includes the change time in that change manner. The performance control CPU 120 refers to the process table and performs control to display the decorative pattern in the change manner set in the display control execution data for the time set in the process timer setting value. In addition, the process table is stored in the ROM in the performance control board 80. In addition, the process table is prepared according to each change pattern.

[0225] In addition, in the process table used when performing the performance control for the variation pattern with the reach performance, process data is set which indicates that the left pattern is stopped and displayed when a predetermined time has passed since the start of the variation, and the right pattern is stopped and displayed when a further predetermined time has passed. In addition, instead of setting the pattern to be stopped and displayed in the process table, an image for displaying the pattern may be generated by synthesizing according to the determined stopping pattern, the provisional stopping pattern in the pseudo consecutive or sliding performance.

[0226] Furthermore, the performance control CPU 120 executes control of the performance devices (the image display device 5 as a performance component, the various lamps as performance components, and the speakers 8L, 8R as performance components) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 031IWS815). For example, it outputs a command to the display control section 123 to cause the image display device 5 to display an image according to a fluctuation pattern. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the turning on and off of the various lamps. It also outputs a control signal (sound number data) to the audio control board 13 to cause audio to be output from the speakers 8L, 8R.

[0227] In this characteristic section 031IW, the performance control CPU 120 controls the display of decorative patterns to be variably displayed according to a variation pattern that corresponds one-to-one to the variation pattern command, but the performance control CPU 120 may also select the variation pattern to be used from multiple types of variation patterns that correspond to the variation pattern command.

[0228] Next, the performance control CPU 120 sets a value corresponding to the variable time specified by the variable pattern command in the variable time timer (step 031IWS816).

[0229] Then, the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the performance process during variable display (step S172) (step 031IWS819).

[0230] (Variable display performance processing) FIG. 8-7 is a flow chart showing the variable display performance process (step S172) in the performance control process shown in FIG. 7. In the variable display performance process, the performance control CPU 120 first subtracts 1 from the value of the process timer (step 031IWS8101) and subtracts 1 from the value of the variable time timer (step 031IWS8102). When the process timer times out (step 031IWS8103), the process data is switched. That is, the process timer is set to the next process timer setting value in the process table (step 031IWS8104). In addition, the control state for the performance device is changed based on the display control execution data, lamp control execution data, and sound number data that are set next (step 031IWS8105).

[0231] Next, the performance control CPU 120 judges whether or not it is within the valid period in performance content selection performance B (step 031IWS4803). The valid period in performance content selection performance B is the period during which operation of the push button 31B can be accepted while an option image corresponding to the performance is displayed in performance content selection performance B. If operation of the push button 31B is accepted during the valid period (step 031IWS4804), the cursor image pointing to the option image is moved and displayed to a position pointing to an option image other than the option image currently being pointed to (step 031IWS4805). As a result, in performance content selection performance B, the option image pointed to by the cursor is switched each time the push button 31B is operated once.

[0232] Furthermore, the performance control CPU 120 judges whether it is the end timing of the effective period of the performance content selection performance B (step 031IWS4806). If it is not the end timing of the effective period of the performance content selection performance B, the process proceeds to step 031IWS8111. If it is the end timing of the effective period of the performance content selection performance B, and the cursor is pointing to a live performance option image (Y in step 031IWS4807), the process switches to a process table corresponding to a live performance and a strongest super reach performance, a blackout performance in which the screen goes dark just before a live performance, or a promotion display performance that encourages the player to operate the push button 31B just before the blackout performance (step 031IWS4808).

[0233] Furthermore, if the cursor is pointing at the option image for the active change performance (Y in step 031IWS4809), the performance control CPU 120 executes the active change performance (step 031IWS4810) and proceeds to step 031IWS4812.

[0234] Also, if the cursor is pointing to a choice image of a zone performance (N in step 031IWS4809), the performance control CPU 120 executes the zone performance (step 031IWS4811) and proceeds to step 031IWS4812.

[0235] In step 031IWS4812, the performance control CPU 120 performs a lottery for determining the type of super reach that will develop. Specifically, the lottery for determining the type of super reach is performed using the lottery table for determining the type of super reach shown in FIG. 8-6(B).

[0236] Then, the performance control CPU 120 switches to a process table corresponding to the determined super reach performance, the darkening performance in which the screen goes dark just before the super reach performance, or the prompt display performance in which the player is prompted to operate the push button 31B just before the darkening performance (step 031IWS4813). In this way, even if an option image of the active change performance or the zone performance is selected in the performance content selection performance B, the live performance and the strongest super reach performance can be executed. On the other hand, if an option image of the live performance is selected in the performance content selection performance B, neither the active change performance nor the zone performance is executed. Note that, when an option image of the active change performance is selected and the final display mode is "rainbow", it is confirmed that a jackpot will be obtained when the active change performance is executed, so the configuration may be such that only the strongest super reach performance can be selected without the strong super reach performance being selected, or the performance may develop into a special performance different from the strong super reach performance or the strongest super reach performance (for example, a premium performance that can be executed only when the option image of the active change performance is selected and the final display mode is "rainbow").

[0237] After that, the performance control CPU 120 checks whether the variable time timer has timed out (step 031IWS8111). If the variable time timer has not timed out, the process ends. If the variable time timer has timed out (Y in step 031IWS8111), the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the special drawing hit waiting process (step S173) (step 031IWS8112).

[0238] Next, a display example on the image display device 5 when a selection performance is executed will be described with reference to Figs. 8-8 to 8-14.

[0239] FIG. 8-8 is an explanatory diagram showing a display example of the image display device 5 in the character selection performance. As shown in FIG. 8-8, (A1) when the selection performance starts, a display indicating that the selection performance starts is made, (A2) character A is displayed at the approximate center of the image display device 5, and the character A panel is displayed. Also, the back of character B is displayed, and the character B panel is displayed, and the character selection performance starts. Next, (A3) character A is rotated and displayed to the left while gradually shrinking, and the character A panel is gradually shrinking. Also, character B is rotated and displayed to the right while gradually enlarging, and the character B panel is gradually enlarged. Then, (A4) character A is further rotated and displayed to the left while gradually shrinking, and the character A panel is gradually shrinking. Also, character B is further rotated and displayed to the right while gradually enlarging, and the character B panel is gradually enlarged. Note that the character A panel and the character B panel shown in (A4) are the same size.

[0240] In this way, from (A2) to (A4), the character A panel is gradually reduced in size, while the character B panel is gradually enlarged, until the character A panel and the character B panel are the same size.

[0241] Next, (A5) before a character panel is selected, a convergent line consisting of radial line segments is displayed, making it possible to infer which character panel will be selected.

[0242] In the character selection performance, the character panels are displayed blinking to indicate that one of the character panels will be selected, and the blinking speed is configured to change. Specifically, as shown in FIG. 8-15, the blinking speed of the character panels is slowed down at timing T1 when the display of the character panels and character images starts. Then, at timing T2 when the character A panel and the character B panel become the same size and before one of the character panels is selected, the blinking speed of the character panels changes to high speed. Also, as shown in the figure, after the display of the character image starts at timing T1, the character image is displayed as a moving image, and at timing T2, the character image is switched to a still image. Note that timings (A1) to (A5) in FIG. 8-15 indicate the respective timings of the display examples shown in FIG. 8-8 (A1) to (A5).

[0243] 8-9(B1)-(B4) are explanatory diagrams showing a display example of the image display device 5 when the character A panel is selected in the character selection performance. When the character A panel is selected after FIG. 8-8(A5), (B1) the character A panel is displayed in a mode using a reverse display effect that reverses the color tone from the normal mode (mode shown in (A2)-(A5)) at the selection timing, and the background is whited out. At this time, character A, character B, and character panel B are erased. Next, (B2) character A is additionally displayed in a mode using a reverse display effect that reverses the color tone from the normal mode (mode shown in (B3)), and the background is whited out. Then, (B3) a cloudy sky image is displayed as the background corresponding to character A, the reverse display effect ends, the character A panel and character A are displayed in the normal mode, and a performance using character A is performed. At this time, the character A panel is highlighted with a white effect image that was not applied before the character panel was selected (see FIG. 8-8(A4), (A5)). Then, (B4) an image encouraging the player to repeatedly press the push button 31B, option images corresponding to each of the multiple preview effects (preview A, preview B, preview C), and a cursor pointing to one of the option images are displayed, thereby performing the effect content selection effect A. Although an example of the display thereafter is not shown, the cursor moves according to the player's operation, and the preview effect pointed to by the cursor is executed when the valid period ends.

[0244] 8-9(C1)-(C4) are explanatory diagrams showing a display example of the image display device 5 when the character B panel is selected in the character selection performance. When the character B panel is selected after FIG. 8-8(A5), (C1) the character B panel is displayed in a mode using a reverse display effect that reverses the color tone from the normal mode (mode shown in (A2)-(A5)) at the selection timing, and the background is whited out. At this time, the character A, the character B, and the character panel A are erased. Next, (C2) the character B is additionally displayed in a mode using a reverse display effect that reverses the color tone from the normal mode (mode shown in (C3)), and the background is whited out. Then, (C3) a sunny sky image is displayed as the background corresponding to the character B, the reverse display effect ends, the character B panel and the character B are displayed in the normal mode, and a performance using the character B is performed. At this time, the character B panel is highlighted with a purple effect image that was not applied before the character panel was selected (see FIG. 8-8(A4), (A5)). Then, (C4) an image prompting the operation of the push button 31B, option images corresponding to each of the multiple effects, and a cursor pointing to one option image are displayed, and the effect content selection effect B is performed. An example is shown in which an option image (left side) corresponding to the active change effect and an option image (right side) corresponding to the live effect are displayed, with the option image (left side) corresponding to the active change effect displayed with a black frame, and the option image corresponding to the live effect, which has a higher reliability for a jackpot than the active change effect, displayed with a gold frame for emphasis. Display examples after this are shown in Figures 8-10 and 8-11.

[0245] When any character panel is selected in the character selection performance, the character panel and character image are displayed inverted as described above, but as shown in FIG. 8-16, the period during which the character A panel is displayed inverted when the character A panel is selected in the character selection performance is the same as the period during which the character B panel is displayed inverted when the character B panel is selected in the character selection performance. Also, the period during which the character A image is displayed inverted when the character A panel is selected in the character selection performance is the same as the period during which the character B image is displayed inverted when the character B panel is selected in the character selection performance. Note that timings (A5), (B1)-(B3), and (C1)-(C3) in FIG. 8-16 indicate the respective timings of the display examples shown in FIG. 8-8(A5), FIG. 8-9(B1)-(B3), and (C1)-(C3).

[0246] FIG. 8-10 is an explanatory diagram showing a display example of the image display device 5 when an option image corresponding to a live performance is selected in FIG. 8-9 (C4). When an option image corresponding to a live performance is selected in FIG. 8-9 (C4), (D1) the option image corresponding to the active change performance is erased and the option image corresponding to the live performance is enlarged and displayed. (D2) A performance (for example, a display such as "It's special!") is performed to give a special feeling by performing the performance content selection performance B, and text information such as "Live performance!" is displayed to notify the player that a live performance will be performed, and (D3) a display (promotion display performance) is performed to encourage the player to operate the push button 31B, and the display mode of the text information notifying the player that a live performance will be performed changes from a normal mode to an emphasized mode (a mode in which the text information emits light). Note that although the operation of the push button 31B is encouraged here, a common performance is performed whether the player operates the push button 31B or not. (D4) The display area of ​​the image display device 5 other than the reserved display goes dark, and (D5) when the darkening ends, a live performance is performed, and the strongest super reach performance is developed.

[0247] FIG. 8-11 is an explanatory diagram showing a display example of the image display device 5 when an option image corresponding to an active change presentation is selected in FIG. 8-9 (C4). When an option image corresponding to an active change presentation is selected in FIG. 8-9 (C4), (E1) the option image corresponding to the live presentation is erased, and the option image corresponding to the active change presentation is enlarged and displayed. In addition, here, a "white" active display is displayed approximately at the lower left of the image display device 5. (E2) A presentation in which lightning strikes the active display is performed, and the active display is hidden. (E3) When the hiding of the active display ends, the display mode of the active display changes to the same mode as that shown in the option image corresponding to the active change presentation. (E4) After that, the option image corresponding to the active change presentation is continuously displayed until a predetermined period has elapsed, (E5) a presentation (for example, a display such as "It's special!") is performed to give a special feeling due to the presentation content selection presentation B being performed, and (E6) a display is displayed to encourage the player to operate the push button 31B. It should be noted that although the player is prompted to operate the push button 31B here, the same effects are performed whether or not the player operates the push button 31B. (E7) The display area of ​​the image display device 5 other than the reserved display goes dark, and the Strongest Super Reach effect or the Strongest Super Reach effect accompanied by a live effect is displayed.

[0248] Although not shown in FIG. 8-11, the active display (option active display) shown in the option image corresponding to the active change presentation is displayed in a manner accompanied by an action. FIG. 8-12 is an explanatory diagram showing the option active display and the action mode of the active display when the option image corresponding to the active change presentation that changes to "red" is selected in the presentation content selection presentation B. (F1) When the option image corresponding to the active change presentation that changes to "red" is selected in the presentation content selection presentation B, the option image showing the option active display of "red" (red option active display accompanied by clockwise action display) is enlarged and displayed, (F2) a lightning strike presentation is performed on the active display, and the active display is hidden. At this time, the option active display continues to rotate clockwise. (F3) When the option active display rotates 180 degrees from the normal position (the position shown in (F1)), the hidden active display starts to synchronize with the option active display. At this time, since the active display is hidden, it cannot be seen by the player. Then, (F4) the lightning that was hiding the active display is gradually erased from the bottom to the top, so that the hidden active display is gradually revealed. During this time, the choice active display and the active display are displayed synchronously. After that, (F5) hiding of the active display is finished.

[0249] FIG. 8-13 is an explanatory diagram showing the operation mode of the option active display and the active display when an option image corresponding to an active change effect that changes to "green" is selected in the effect content selection effect B. (G1) When an option image corresponding to an active change effect that changes to "green" is selected in the effect content selection effect B, the option image showing the option active display of "green" (the green option active display accompanied by a counterclockwise action display) is enlarged and displayed, (G2) an effect in which lightning strikes the active display is performed, and the active display is hidden. At this time, the option active display continues to rotate counterclockwise. (G3) When the option active display rotates 180 degrees from the normal position (the position shown in (G1)), the hidden active display starts to synchronize with the option active display. At this time, since the active display is hidden, it is not visible to the player. Then, (G4) the lightning that was hiding the active display is gradually erased from the bottom to the top, so that the hidden active display is gradually revealed. During this time, the option active display and the active display are displayed in synchronization. Then, (G5) the hiding of the active display ends.

[0250] FIG. 8-14 is an explanatory diagram showing the option active display and the operation mode of the active display when an option image corresponding to an active change effect that changes to "rainbow" is selected in the effect content selection effect B. (H1) When an option image corresponding to an active change effect that changes to "rainbow" is selected in the effect content selection effect B, the option image showing the option active display of "rainbow" (a rainbow-colored option active display accompanied by a pulsating action display) is enlarged and displayed, (H2) an effect in which lightning strikes the active display is performed and the active display is hidden. At this time, the option active display continues to pulsate (here, enlarged), (H3) the active display becomes maximum size and starts to be reduced. (H4) When the option active display becomes minimum size, the hidden active display starts to synchronize with the option active display. At this time, since the active display is hidden, it is not visible to the player. Then, (H5) the lightning that was hiding the active display is gradually erased from the bottom to the top, so that the hidden active display is gradually revealed. During this time, the option active display and the active display are displayed in synchronization. Thereafter, (H6) the hiding of the active display ends.

[0251] As described above, the present characteristic part 031IW includes the inventions described below.

[0252] Conventionally, as described in JP 2019-216987 A, there has been a gaming machine that presents multiple options and executes an effect in which the player selects one of the options. For example, there was a gaming machine that was capable of executing a change effect in which a specific display (for example, an active display) corresponding to a change being executed is displayed and the display mode of the specific display is changed, and the player can select the display mode of the specific display after the change in the change effect. However, in the gaming machine described in JP 2019-216987 A, there was room for improvement in the effect in which the player selects an option. Therefore, the following gaming machines (1) to (25) are described in this characteristic part 031IW.

[0253] (1) A gaming machine that can perform variable display (in this example, variable display of a first special symbol and a second special symbol) and can be controlled to an advantageous state (in this example, a jackpot gaming state. It may also be a high base state or a high probability state) that is advantageous to a player, option image display means (in this example, a part in the performance control CPU 120 that performs step 031IWS813 and then step 031IWS8105) that displays a plurality of option images (in this example, option images in a performance content selection performance. Note that the number of option images is not limited to two, and three or more option images may be displayed) corresponding to a plurality of events including a first event (in this example, execution of an active change performance, execution of a zone performance) and a second event (in this example, execution of a live performance. This is not limited to a performance executed as a pre-stage performance of a super reach performance, but may be, for example, the execution of a performance performed during the execution of a super reach performance (a cut-in performance or an operation instruction performance that prompts the player to operate), or may be changing the aspect of such a performance to an advantageous aspect for the player); A selection means (in this example, a part in the performance control CPU 120 that performs steps S4803 to S4805 and steps S4807 to S4811 in order to select an option image pointed to by the cursor at the end of the valid period) that can select one of a plurality of events in response to a player's action (in this example, an operation on the push button 31B) during a specific period (in this example, the valid period of the performance content selection performance B), An event generating means for generating an event selected by the selection means (in this example, a part in the performance control CPU 120 that performs steps S4807 to S4811); and a specific performance execution means (in this example, a part that executes steps S4808 and S4813 in the performance control CPU 120) capable of executing a specific performance (in this example, a strong super reach performance, a strongest super reach performance, or a continuous performance that is performed over a plurality of fluctuations) that notifies whether or not to control to an advantageous state after a specific period has ended, When the second event occurs, the expectation of control to an advantageous state is higher than when the first event occurs (in this example, the reliability of a jackpot is higher in the live performance than in the active change performance and the zone performance). The event generating means is When the first event is selected by the selection means, the first event is generated before the specific performance is executed (see FIG. 8-11 ); When the second event is selected by the selection means, the second event is generated in association with the execution of a specific performance (in this example, a live performance is executed as a precursor to the strongest super reach performance. See FIG. 8-10 ); When the second event is selected by the selection means, a notification means (in this example, a part in the CPU 120 for performance control that performs step 031IWS4808. See FIG. 8-10) is further provided to perform a notification performance (in this example, display of text information such as "Live performance!" or output of a predetermined sound from the speakers 8L and 8R) indicating that the second event will occur during the period until the second event occurs. It is characterized by:

[0254] With such a configuration, the second event with high expectations is included in the multiple events, thereby drawing the player's attention to the option image, and by providing a notification effect during the period from when the second event is selected until when the second event is performed, it is possible to make the player more easily aware that the second event has been selected.

[0255] (2) the option image display means, when the first event is selected, displays an option image corresponding to the first event in an enlarged manner when the specific period ends (see FIG. 8-11(E1)); The event generating means generates the first event after the option image display means displays an enlarged option image corresponding to the first event (see FIGS. 8-11 (E1) and (E3)). This may also be the case.

[0256] According to such a configuration, the first event is executed immediately after the first event is selected, which makes it easier for the player to recognize which event has been selected.

[0257] (3) The option image display means continues to display the option image corresponding to the first event for a predetermined period of time after the first event occurs (see FIG. 8-11 (E4)). This may also be the case.

[0258] Such a configuration makes it easier for the player to recognize that the selected event has occurred.

[0259] (4) Prompt effect execution means (in this example, the part in the effect control CPU 120 that performs steps S031IWS4808 and S8105) is provided for executing a prompt effect (in this example, a prompt display effect) that prompts the player to take an action at a specific timing before the occurrence of the second event (see Figs. 8-10 (D3) and (D5)); The notification means changes the presentation mode of the notification performance at a specific timing (in this example, it changes to a light emitting mode. See Figs. 8-10 (D2) and (D3). It may also change to a blinking mode, change to disappearance, or change to combine the dispersed notification performance display with the image imitating the push button 31B). This may also be the case.

[0260] With such a configuration, the second event can be made to occur in an appropriate manner without giving the impression that the second event has occurred suddenly, by making the player aware of the occurrence of the second event through the execution of the promotion effect and the change in the manner of the notification effect.

[0261] (5) When a first event is selected, the event generating means may generate a second event after generating the first event (see Figure 8-11). This may also be the case.

[0262] According to such a configuration, it is possible to provide an interest by selecting the first event.

[0263] (6) A specific display means (in this example, a part in the performance control CPU 120 that displays an active display at the start of the change) that displays a specific display corresponding to the variable display (in this example, an active display. It may also be a pending display corresponding to the change before execution), The event generating means is capable of executing a specific change effect (in this example, an active change effect. It may be a reserved change effect that changes the state of a reserved display.) that changes the display state of the specific display to one of a plurality of display states (in this example, "white", "green", "red", and "rainbow") as the occurrence of a first event (in this example, the effect control CPU 120 executes step 031IWS826), The display mode of the specific display may be changed to a first mode (in this example, "green"), to a second mode (in this example, "red") which is more likely to control the display to an advantageous state than the first mode, or to a third mode (in this example, "rainbow") which is certain to control the display to an advantageous state (see Figs. 8-12 to 8-14). This may also be the case.

[0264] According to such a configuration, it is possible to provide a game feature in which the first event is selected in the hope that the display mode of the specific display will change to the second mode or the third mode.

[0265] (7) The event generating means does not generate the first event when the second event is selected (in this example, when the result of step 031IWS4807 is Y, the performance control CPU 120 does not perform the active change performance or the zone performance. See FIG. 8-10). This may also be the case.

[0266] With such a configuration, the playability of selecting the first event can be further improved.

[0267] (8) The expectation of controlling to an advantageous state is higher when the first event is selected, the first event occurs, and then the second event occurs, than when the first event is selected, the first event occurs, and then the second event does not occur (in this example, the performance control CPU 120 determines the Super Reach performance using the Super Reach type determination lottery table (see FIG. 8-8), so that the reliability of a jackpot is higher when a live performance is performed after an active change performance or a zone performance (when the strongest Super Reach performance is selected) than when a live performance is not performed after an active change performance or a zone performance (when a strong Super Reach performance is selected)). This may also be the case.

[0268] With such a configuration, attention can be drawn to whether or not a second event occurs after a first event occurs.

[0269] (9) A change mode determination means for determining a change mode of the display mode of a specific display (in this example, a part in the performance control CPU 120 that performs step 031IWS3802); A selection determination means (in this example, a part in the performance control CPU 120 that executes step 031IWS820) capable of determining whether or not to select one of a plurality of events (in this example, whether or not to perform a selection performance), When the change mode determining means determines that the display mode of the specific display is to be changed to the second mode or the third mode and also determines that one of the multiple events is to be selected, the display mode of the specific display is restricted from being changed to the second mode or the third mode during the period prior to the specific period (in this example, the performance control CPU 120 does not perform step 031IWS826 when step 031IWS825 is Y, and does not perform step 031IWS828 when step 031IWS827 is Y, thereby prohibiting the active change performance at the start of the variation when a selection performance is to be executed when the final display mode of the active display is any of "green", "red", or "rainbow"). This may also be the case.

[0270] According to such a configuration, the display state of the specific display does not change, so that it is possible to create a sense of expectation about selecting one of the multiple events.

[0271] (10) The option image display means includes: As the option image corresponding to the first event, an image surrounded by a frame of a specific color (black in this example) is displayed (see FIG. 8-9(C4)). As the option image corresponding to the second event, an image surrounded by a frame of a special color (gold in this example) that is emphasized more than the specific color is displayed (see FIG. 8-9 (C4)). This may also be the case.

[0272] Such a configuration can suggest that the second event is highly likely to occur.

[0273] (11) A gaming machine capable of executing a predetermined game, A selection effect execution means (in this example, a part in the effect control CPU 120 that executes steps S031IWS813 and S8105) is provided that displays a plurality of specific images including a first specific image (in this example, a character A panel) and a second specific image (in this example, a character B panel) and is capable of executing a specific image selection effect (in this example, a character selection effect) for selecting one of the plurality of specific images; The selection performance execution means includes: The first specific image is displayed larger than the second specific image and then gradually becomes smaller (see Figs. 8-8 (A2) to (A4)), The second specific image is displayed smaller than the first specific image and then gradually becomes larger (see Figs. 8-8 (A2) to (A4)). Finally, the first specific image and the second specific image are displayed in the same size (see Figs. 8-8 (A2) to (A4)). The first specific image and the second specific image are displayed in a blinking manner to indicate that one of the specific effects is to be selected (see FIG. 8-15). During a first period (the period from timing T1 to T2 in FIG. 8-15) from when the display of the first specific image and the second specific image starts until the first specific image and the second specific image become the same size, the first specific image and the second specific image are displayed in a first blinking manner in which they blink at a first speed (slow speed in this example); In a second period (the period after timing T2 in FIG. 8-15) after the first specific image and the second specific image have become the same size, the first specific image and the second specific image are displayed in a second blinking manner in which they blink at a second speed (high speed in this example) faster than the first speed. This may also be the case.

[0274] According to such a configuration, the sizes of multiple specific images that start out being displayed at different sizes gradually become closer to each other, making it easier for the player to recognize that multiple specific images are being displayed, and the blinking speed is gradually increased, making it easier for the player to recognize that one of the multiple specific images will be selected.

[0275] In this example, two stages of blinking speed (slow and fast) are provided, however, if three or more stages of blinking speed are provided and the blinking speed is switched to increase in stages, it can be made to appear as if the speed is increasing more gradually.

[0276] (12) The selection performance execution means includes: A first specific image (in this example, a character A panel) to which a first character (in this example, character A) is added and a second specific image (in this example, a character B panel) to which a second character (in this example, character B) is added can be displayed; After starting to display the first character, the first character is rotated around the center of the display screen to change the position of the first character, and the first specific image is displayed so as to gradually become smaller. After that, the second character is rotated around the center of the display screen to change the position of the second character, and the second specific image is displayed so as to gradually become larger (see Figure 8-8). This may also be the case.

[0277] Such a configuration makes it easier for the player to recognize that a plurality of specific images are being displayed in the character's movements as well.

[0278] (13) The selection performance execution means displays the first character and the second character in a motion state accompanied by a motion, and then changes the display state of the first character and the second character from the motion state to a still state accompanied by no motion at a timing before any of the plurality of specific images is selected (in this example, the character display is switched from a moving image to a still image at a timing before the character panel is selected. See FIG. 8-15). This may also be the case.

[0279] Such a configuration makes it easier for the player to recognize that the time for selecting a specific image is approaching.

[0280] (14) Displaying a convergent line with radial line segments before selecting one of the multiple specific images (see FIG. 8-8 (A5)) This may also be the case.

[0281] Such a configuration makes it easier for the player to recognize that the time for selecting a specific image is approaching.

[0282] (15) When the second specific image is selected, the player is more likely to be controlled to a favorable state than when the first specific image is selected (in this example, the reliability of a jackpot is higher when the character B panel is selected than when the character A panel is selected. See FIG. 8-6). This may also be the case.

[0283] According to such a configuration, a specific image with a high expectation is displayed after an image with a low expectation, so that the effect can be left with a strong impression.

[0284] (16) A gaming machine capable of executing a predetermined game, A selection effect execution means (in this example, a portion in the effect control CPU 120 that performs steps S031IWS813 and S8105) is provided that displays a plurality of specific images including a first specific image (in this example, a character A panel) and a second specific image (in this example, a character B panel) on a display means and is capable of executing a specific image selection effect (in this example, a character selection effect) for selecting one of the plurality of specific images; The selection performance execution means includes: The first specific image is displayed in a first region of the display means (the left region of the image display device 5), and the second specific image is displayed in a second region of the display means (the right region of the image display device 5) different from the first region (see FIG. 8-8(A4)). When the first specific image is selected, the display of the second specific image is terminated, and the first specific image is displayed in a mode using a highlighting effect (in this example, a reverse display effect; it may also be an effect of displaying in a vibrating manner or an effect of displaying in a blinking manner) in the first region of the display means, while displaying the first character corresponding to the first specific image (see Figs. 8-9 (B1) to (B3)); When the second specific image is selected, the display of the first specific image is terminated, and the second specific image is displayed in a mode using a highlighting effect (in this example, a reverse display effect) in the second region of the display means while displaying a second character corresponding to the second specific image (see Figs. 8-9 (C1) to (C3)); The device further includes a character performance execution means (in this example, a portion in the performance control CPU 120 that performs steps S031IWS813 and S8105) for executing a first character performance (e.g., performance content selection performance A) using a first character after a first specific image is selected, and executing a second character performance (e.g., performance content selection performance B) using a second character after a second specific image is selected. This may also be the case.

[0285] Such a configuration makes it easier for the player to recognize that a specific image has been selected.

[0286] (17) The selection performance execution means includes: When the first specific image is selected, the first specific image is displayed in a manner accompanied by a first effect (for example, a white effect image) (see FIG. 8-9(B3)); When the second specific image is selected, the second specific image is displayed in a manner accompanied by a second effect (e.g., a purple effect image) (see FIG. 8-9(C3)). When the first specific image and the second specific image are displayed side by side, they are displayed without the first effect and the second effect (see FIGS. 8-8(A4) and (A5)). This may also be the case.

[0287] With such a configuration, it is possible to allow the player to easily recognize which specific image has been selected depending on the type of effect.

[0288] (18) When the selection performance execution means selects the first specific image, the selection performance execution means displays the first specific image in a manner using a reverse display effect at the timing of selecting the first specific image, terminates the display of the second specific image (see FIG. 8-9(B1)), and displays the first character in a manner using a reverse display effect (see FIG. 8-9(B2)). This may also be the case.

[0289] Such a configuration makes it easier for the player to recognize which specific image has been selected.

[0290] (19) When the selection performance execution means selects the second specific image, the selection performance execution means displays the second specific image in a manner using a reverse display effect at the timing of selecting the second specific image, terminates the display of the first specific image (see FIG. 8-9(C1)), and displays the second character in a manner using a reverse display effect (see FIG. 8-9(C2)). This may also be the case.

[0291] Such a configuration makes it easier for the player to recognize which specific image has been selected.

[0292] (20) The selection performance execution means includes: When the first specific image is selected, the first specific image is displayed in a mode using a reverse video effect at the timing of selecting the first specific image, and the display of the second specific image is terminated (see FIG. 8-9(B1)), and the first character is displayed in a mode using a reverse video effect (see FIG. 8-9(B2)). When the second specific image is selected, the second specific image is displayed in a mode using a reverse video effect at the timing of selecting the second specific image, and the display of the first specific image is terminated (see FIG. 8-9(C1)), and the second character is displayed in a mode using a reverse video effect (see FIG. 8-9(C2)). The time for displaying the first specific image in the mode using the reverse display effect and the time for displaying the second specific image in the mode using the reverse display effect are the same (see FIG. 8-16). This may also be the case.

[0293] Such a configuration makes it easier for the player to recognize that one of the specific images has been selected.

[0294] (21) A gaming machine capable of performing a variable display (in this example, a variable display of a first special symbol and a second special symbol), A specific display means (in this example, a part of the performance control CPU 120 that displays an active display in the lower left part of the image display device 5) capable of displaying a specific display (in this example, an active display) corresponding to the variable display in a first region of the display means (in this example, a lower left part of the image display device 5); A change performance execution means (in this example, a part in the performance control CPU 120 that performs steps S031IWS826 and S4810) capable of executing a change performance that changes a specific display (in this example, an active change performance), The change performance execution means displays an icon display (in this example, an option image corresponding to an active change performance) corresponding to the specific display, which is a display indicating that a change performance will be performed, in a second area (in this example, approximately at the center of the image display device 5) different from the first area of ​​the display means, and then changes the display mode of the specific display displayed in the first display area, and continues to display the icon display in the second display area for a specific period after the change (see Figures 8-11); The movement of the specific display and the icon display is synchronized during a specific period. This may also be the case.

[0295] Such a configuration makes it easier for the player to recognize that the specific display has changed.

[0296] (22) Icon display is a display that shows the display mode after a specific display has changed (see Figure 8-11) This may also be the case.

[0297] Such a configuration makes it easier for the player to recognize that the specific display has changed.

[0298] (23) The change performance execution means includes: The display mode of the specific display can be changed to any one of a first display mode (in this example, "green"), a second display mode (in this example, "red") having a higher expectation of controlling to a more advantageous state than the first display mode, and a third display mode (in this example, "rainbow") having a higher expectation than the second display mode (see Figs. 8-12 to 8-14). Only when controlling to an advantageous state, the display mode of the specific display can be changed to the third display mode (see FIG. 8-4(A)). Even if the specific display changes to any of the first, second, and third display modes, the movement of the specific display and the icon display is synchronized during the specific period (see Figs. 8-12 to 8-14). This may also be the case.

[0299] According to such a configuration, regardless of the display mode to which the specific display is changed, it is possible to make the player easily recognize that the specific display has changed.

[0300] (24) The first display mode (in this example, "green") is accompanied by a first motion (in this example, a counterclockwise rotation motion) (see FIG. 8-13 ); The second display mode (in this example, "red") is a mode that involves a second action (in this example, a clockwise rotation action) that is different from the first display mode (see FIG. 8-12). The third display mode (in this example, "rainbow") is a mode involving a third motion (in this example, a beating motion) different from the first and second modes (see FIG. 8-14). This may also be the case.

[0301] With such a configuration, regardless of which action is involved in the change to the display mode, it is possible to make the player easily aware that the specific display has changed.

[0302] (25) A concealment display means for performing a concealment display (in this example, a lightning image) to make the specific display difficult to see when the specific display is changed (in this example, a part in the performance control CPU 120 that changes the display mode of the active display through concealment by a lightning image by performing step 031IWS4810. See Figures 8-12 to 8-14), The change performance execution means starts synchronization between the operation of the specific display and the operation of the icon display when the operation of the icon display reaches a specific state while the hidden display is being performed (in this example, the timing when the option active display rotates 180 degrees from its normal position for "green", the timing when the option active display rotates 180 degrees from its normal position for "red", the timing when the option active display reaches its minimum size for "rainbow") (see Figs. 8-12 to 8-14), The hidden display means gradually erases the hidden image after synchronization is started (see Figs. 8-12 to 8-14). This may also be the case.

[0303] Such a configuration makes it easier for the player to recognize that the specific display has changed. [Explanation of symbols]

[0304] 1 … Pachinko machines 2 … Game board 3. Gaming machine frames 4A, 4B ... Special pattern display device 5. Image display device 6A … Winning ball device 6B … Variable winning ball device 7 … Special variable winning ball device 8L, 8R ... Speaker 9 ... Game effect lamp 10 … General prize entry 11 ... Main board 12 ... Production control board 13 ... Voice control board 14 ... Lamp control board 15 ... Relay board 20 … Normal pattern display 21 … Gate switch 22A, 22B ... Start switch 23 … Count switch 30 ... Ball-hitting handle 31A … Stick controller 31B ... Push button 32 … Movable body 100 ... Game control microcomputer 101, 121... ROM 102, 122…RAM 103...CPU 104, 124 … Random number circuit 105, 125 … I / O 120 ... Performance control CPU 123 ... Display control unit

Claims

[Claim 1] A gaming machine capable of executing a predetermined game, The game machine includes an operating means operable by a player, A specific image selection effect can be executed to select one of a first specific image corresponding to a first character and a second specific image corresponding to a second character, The specific image selection performance is the first specific image is displayed in a first area of ​​a display means, and the second specific image is displayed in a second area of ​​the display means that is different from the first area; When the first specific image is selected, the display of the second specific image is terminated, and the first character is displayed while the first specific image is displayed in the first area in a first predetermined manner using a first emphasis effect; when the second specific image is selected, the display of the first specific image is terminated, and the second specific image is displayed in the second area in a second predetermined manner different from the first predetermined manner using a second emphasis effect different from the first emphasis effect, while the second character is displayed; After the first specific image is selected, a first character presentation using the first character is executed; After the second specific image is selected, a second character presentation using the second character is executed; A rate at which an advantageous state advantageous to a player is achieved differs between when the first character presentation is executed and when the second character presentation is executed; In the first character presentation, an operation prompting presentation for prompting the user to operate the operating means can be executed in a first manner, In the second character presentation, the operation prompting presentation can be executed in a second aspect different from the first aspect, the operation prompting effect in the second character effect is an effect that prompts the player to select one of a plurality of options including a first option and a second option by operating the operating means, When the first option is selected by operating the operating means, a first performance corresponding to the first option can be executed; When the second option is selected by operating the operating means, a second performance corresponding to the second option can be executed; The first and second effects have different contents, but the operation prompting effect can be executed during both the first and second effects, and a common effect can be executed based on the operation of the operation means during the operation prompting effect. A gaming machine characterized by:

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